Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of Westcrown! Only the insight of a crazed witch might aid the PCs in curtailing this dastardly coup. But can they hope to stand against the true masters of a city poised on the brink of ruin?
This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
“Mother of Flies,” a Pathfinder RPG adventure for 9th-level characters,
by Greg A. Vaughan
A soul-staining glimpse into the infernal faith of Asmodeus, the Archfiend, by Sean K Reynolds
An investigation of the methods and organization of thieves’ guilds, by Kevin Carter
Varian and Radovan uncover a diabolical plot in the Pathfinder’s Journal, by Dave Gross
Six new monsters, by Adam Daigle, James Jacobs, Tim Nightengale, and F. Wesley Schneider
A Pathfinder Roleplaying Game adventure for characters of 9th to 11th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
I think there's a very good campaign in Council of Thieves, but the tonal change between a lot of the stories becomes more noticeable as the plot progresses. The first volume leads one to believe that the PCs will be liberating heroes. But a volume like this is a much better representation of what the campaign is like. It's a gritty book that has the PCs dealing with a number of undesirable characters in order to get to the bottom of what's happening with the ultimate villain of the adventure path.
As a whole, the book isn't bad. There's a large set piece battle that could be hit or miss for your party (it was a little bit of a miss when I ran it). I think the concept is cool, it just didn't land as well as it should have for us.
Then there's another long dungeon that is, admittedly, not too bad. The lore is interesting, and it leads to a pretty thrilling boss fight. In fact, weirdly, this boss is just way stronger than the actual boss of the AP for some reason. And the fight is much more fun too.
However, one big problem with CoT is there are so many major plot threads, and they don't link together well, and the players aren't positioned very well to learn about them. Thus, looking back, while a lot of the large, individual dungeon crawls in the AP are good, they don't do much to advance the plot. And it's a shame, because I think the plot is fairly good. It's been kept behind the scenes so much that now, when the AP should be ramping up, the plot threads don't land as strongly as they should because they require information that the players may or may not have accessed.
With that said, this module is fine in itself, and I enjoy how dark it is.
I could see a solid argument for this being the best book of Council, if many people make it this far. It is almost all combat with just a little room for roleplaying, but the fights are big, complex, and well-balanced from start to finish. I had a player death, but I think it was accepted by the players that it happened for tactical reasons and not because of any unfair design. The first half is all fantastic, and the finale is a showdown that the players had fun with despite a few kinks.
My only complaint would be the somewhat dry dungeon stretch in the second half of the book. There's a session worth of tight corridors packed with too many identical foes, and the players were sighing while looking for a way past it faster. Still, this book was a highlight of the AP, and was easily worthwhile.
so..only goes to level 12 this time? Interesting...
This is #5 of 6. We already know the last one will likely run to 14th level or so, so it should be the same level range as Legacy of Fire, reduced from RotRL, CotCT, and SD's reaching up to 17ish.
so..only goes to level 12 this time? Interesting...
This is #5 of 6. We already know the last one will likely run to 14th level or so, so it should be the same level range as Legacy of Fire, reduced from RotRL, CotCT, and SD's reaching up to 17ish.
Actually, since this is the first PFRPG adventure path, and thus the first time anyone's done a campaign for PFRPG, we're not 100% sure HOW high level it'll go. It SHOULD be somewhere between Legacy of Fire and Curse of the Crimson Throne, though.
I was wondering if there is a player's guide for CoT? Campanions are listed until Dec 09 and no player's guide. Ism't that unusual that the AP is finished then a player's guide comes out?
I say, give Ba'al-zebub a sex change! I think that would make the name Ba'alath-zebub. (Zebul means habitation, by the way, zebub flies.)
BTW... keen-eyed observers will note that all of the Archdevils of Hell are male. There's a very very specific reason for this… Hell is misogynistic, among its numerous other social problems.
I say, give Ba'al-zebub a sex change! I think that would make the name Ba'alath-zebub. (Zebul means habitation, by the way, zebub flies.)
BTW... keen-eyed observers will note that all of the Archdevils of Hell are male. There's a very very specific reason for this… Hell is misogynistic, among its numerous other social problems.
This cover's been up for three weeks? How'd I miss that?!
I'm totally heartbroken to learn that you don't follow my RSS feed.
What if the RSS feed malfunctioned? We might miss something. Isn't it just safer to constantly check? All the time? Constantly? Always? Without ceasing?
This cover's been up for three weeks? How'd I miss that?!
I'm totally heartbroken to learn that you don't follow my RSS feed.
What if the RSS feed malfunctioned? We might miss something. Isn't it just safer to constantly check? All the time? Constantly? Always? Without ceasing?
Clearly a belt-and-suspenders approach is called for.
Just wondering if there is a more solid date on this yet since it is now January?
Subscribers have received their precharge emails (at least unless they have their order holding for something later in the month) so it could be any day now.
Pathfinder #28 had an awesome set of rules for demonic possession (which I immediately copied and will be using in my campaign). I found it curious that they were included, since they seemed to have no relation to the content of #28 - I chalked it up to "for future use." Now, #29 has two possession devils. When I saw them, I went "Aha!" ... but they completely ignore the existence of the possession rules from #28.
Was there meant to be a "or you can use the possession rules form Pathfinder #28" note, kind of like there was in #28 for the effects of the Styx?
I was so excited when I saw Sutter's foreword. Excitement mounted as I read. And then it became clear that no beans were going to be spilled, and my soul cried out for vengeance!!! Now we have some big teases on these boards, but Sutter has just advanced into first place.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
gbonehead wrote:
So ... a question.
Pathfinder #28 had an awesome set of rules for demonic possession (which I immediately copied and will be using in my campaign). I found it curious that they were included, since they seemed to have no relation to the content of #28 - I chalked it up to "for future use." Now, #29 has two possession devils. When I saw them, I went "Aha!" ... but they completely ignore the existence of the possession rules from #28.
Was there meant to be a "or you can use the possession rules form Pathfinder #28" note, kind of like there was in #28 for the effects of the Styx?
Haven't got it yet, but I suspect this is probably because Greg A. Vaughan didn't have access to them due to deadlines not beinmg helpful...
Pathfinder #28 had an awesome set of rules for demonic possession (which I immediately copied and will be using in my campaign). I found it curious that they were included, since they seemed to have no relation to the content of #28 - I chalked it up to "for future use." Now, #29 has two possession devils. When I saw them, I went "Aha!" ... but they completely ignore the existence of the possession rules from #28.
Was there meant to be a "or you can use the possession rules form Pathfinder #28" note, kind of like there was in #28 for the effects of the Styx?
We'd originally intended for stronger crossover support between adventures and articles in Council of Thieves, but the fact that Council of Thieves was a VERY difficult series to develop due to the fact that the authors had to write the whole thing with limited or no access to the final rules (which were in development at the same time the AP was being written) meant that we had to focus time that would have been spent cross-polinating the two working on making EVERYTHING fit with the new rules.
Kingmaker will have a much stronger set of ties between the adventures and the articles.